Magistross's Forum Posts

  • Don't worry, that make a lot of sense. However, implementing it correctly will be your next challenge !

  • You could also settle for a hybrid method. Procedurally generate chunks of new terrain on demand, and only have the current chunk and its neighbors loaded in memory at a time. This way, generation would only occur once per chunk, and the world would still be consistent and "infinite" without weighting terabytes of data.

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  • It's in fact quite a complicated subject. But you got the basics right, it all boils down to using seeds so you can manipulate the RNG in producing consistent and predictable results.

  • Javascript's numbers are stored in 8 bytes of memory. Assuming your array is filled with 100 000^2 of these numbers, it would consume roughly 80 000 000 000 bytes of memory / disk space. In terms of megabytes that would be 76 294, which is far too much for anything practicable.

    For large scale "infinity"-like map, it's much better to work with "procedural generation" and only save alterations to the map (if any).

  • Glad you figured it out, can't wait to see what you might be brewing with those events !

  • There is no easy way to do that with the plugin. If the obstacle map change after a path is found, you have to recalculate it to be sure it's still valid. However, the map shouldn't change every tick, what you need to optimize is updating the map and finding new paths only when it's necessary.

  • Magistross you should learn about Arrays too, they would really help your plugins I bet.

    Trust me, I already know quite a lot about arrays, I'm a computer programmer too.

    Thing is, I thought Just4fun was talking about the UI and a way to visually represent a list.

  • after i worked some more with it, i fear a bit to ask... but could you maybe please make an option to set empty tiles walkable/not walkable?

    I dreaded this day would come... the day where I would have to delve once again in the edittime.js file. Ugh, I don't know why but I hate that! I prefer coding the runtime.js, much more entertaining! Rant aside, the files were updated! Get them again here.

    I added a property that you can set at edit time, and I also added a behavior action so you can change empty tile "walkable" status at runtime.

  • Here's the forum thread for R0J0hound's canvas plugin.

    As for your snapping problem, I fear you will have to provide more information for us to work with before we can actually help you go in the right direction.

  • The only built-in thing in Construct that resembles what you want is the "List" object with its type set to "List box".

  • fldr Yeah, I deliberately set empty tiles as walkable since I believed that'd be the most commonly wanted behavior... However, you can easily have an a non-empty tile with all transparent pixels and set it as non-walkable.

  • Sorry for the delay, It's quite impossible that you can still get all the combinations after you comment out the "Set baseNumber" of line 16. This line is responsible for getting all the "digits" right. Otherwise, you will get combinations which all have the same characters appearing at each position. (e.g. "aaa", "bbb", "ccc", "aaa", "bbb", ...)

  • There's a manual page that deals with operators, although it's a section in the Expressions entry.

  • Here's another way. It's basically to change a 10-base number to a "array.width"-base using Array element as symbols.

  • This is covered in the demos. What you basically need to do is convert your starting point and ending point in tile coordinates. How you define these points is up to you, and once a path is found, it's also up to you to apply any movement.